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Memory Card Slots

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This script saves files on a virtual "Memory Card", like a PSone, so every game that saves using this script will have all the save files go into one place, where they can be viewed by every game, but if you try to load another game's save file, then bam! It doesn't allow you to and your computer will launch rockets at you throught it's usb ports. Well, the last thing might not happen

Download Link

Simple diagrams that explains what this script does.
Memcard:
Games---\
Games---->---Memory Card
Games---/

Regular:
Games---Save
Games---Save
Games---Save

You like that don't cha'?

The files are attached to this post, and instructions are within the script editor of the game. But here they are anyways!
Extract zip file. Run the memory card installer, this will place the right files into the right places (C:\Program Files\Common Files) then install the project. Open it's script editor and there are instructions in there that tell you what to delete and what to copy in as replacement.
If you can't wait until then; run the project and select newgame, talk to the girl and she will tell you some stuff about this.

Version info:
1.0-This one
1.1-External resource update
1.2-view some of the save info on the card select sceen.

screen shot:

It might look basic, but this baby is one of a kind 8-)

Next up: Seperate project that moves, views and delets memory card data.

Cred to: el felixio(AKAed: Xilef (Whos is me)), Trickster, Mr.Mo

pokeball :)OfflineMale
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Cheese
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?
pretty nice. should be useful.
Watch out for: HaloOfTheSun

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A Random Custom Title
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wah
Looks niiice! XD I think I've seen this before... Anyways, this looks pretty cool... I might use it. :P Problem is, it'd be cooler if everyone who makes a game uses this. XD

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Crew Slut
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You'll love it!
For taking a crack at the RMRK Wiki
Yep, then you could trade memory!

Would that actually work though? Trading memory like trading memory cards?

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Yep, then you could trade memory!

Would that actually work though? Trading memory like trading memory cards?
Yes it would work. You can also use this to create a disk system like in the final fantasy series. So when you finish disk one one have to download disk two and you can load up disk one's memory and continue.

*
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Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best RPG Maker User (Scripting)2011 Best Use of Avatar and Signature Space2010 Most Mature Member2010 Favourite Staff Member
Yep, then you could trade memory!

Would that actually work though? Trading memory like trading memory cards?
Yes it would work. You can also use this to create a disk system like in the final fantasy series. So when you finish disk one one have to download disk two and you can load up disk one's memory and continue.

Now, that's cool. I assume that means that it is possible to make two projects, and have one project load the data from the other? Or, am I wrong?

*
Crew Slut
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You'll love it!
For taking a crack at the RMRK Wiki
All I have to say is: wow......


So as MA said, you could make two games, on starting off where the first one finished, if they were both big, or something like that, correct?

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A Random Custom Title
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Level 96
wah
You just need the exact same stuff and the place where you leave off has to be on the same map Id ;D

****
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Back with RMVX!
I give this script the "Kick-@$$ Award".
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

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You can make any amount of projects, but to have them load each other's data you'll need the same database, resource names and map id.
You can even make a second project load data from this and unlock new weapons etc. The best thing to do is final fantasy disks, that way you could release your project in tiny chunks at a time.

****
Rep:
Level 88
Back with RMVX!
Yeah, that would definately help with huge projects (like mine).
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

*
Crew Slut
Rep:
Level 93
You'll love it!
For taking a crack at the RMRK Wiki
You can make any amount of projects, but to have them load each other's data you'll need the same database, resource names and map id.
You can even make a second project load data from this and unlock new weapons etc. The best thing to do is final fantasy disks, that way you could release your project in tiny chunks at a time.

Perfect for making a game that goes through out history, so you don't have to pack it all in one game.

Or for making an expansion pack!  :D AWESOME!

********
moew
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Queen Princess
2013 Most Missed Member2012 Most Missed Member;o hee hee <3For being a noted contributor to the RMRK Wiki
It's compatible with the most, right?
:taco: :taco: :taco:

pokeball WcWOfflineMale
***
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2 + 2 is a math problem, NOT 4.
Unfortunately, this doesn't work on my computer.  It says that the slot is not a valid filename.  So to me, this is really just a pretty icon. :(
If you are reading this, the government of the U.S.A. is currently planting a chip in your brain.
People like decreasing my Rep. In fact, people like decreasing most others people's rep.

**
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If this isn't working for anyone, then check these things:
Did you install the cards with the installer in the zip file?
Did you copy and paste everything that needed to be and replaced what needed to be?
Did you already have save files for that game before adding the script?
Please post screenshots of your error messages.

It is definate that this script does not work with any save scene edits or addons. If you want to add this script but want to keep your savefiles, renamed them the Save#.block (Replacing # with numbers 1 to 4) and move them to either C:\Program Files\Common Files\RPG Maker Saves\Slot 1, or Slot 2

***
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ohheythar :O
That looks cool!
By the way, a ps2 also has that. Not only PSone.

**
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Does it really matter which console got it first?  8)

**
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Hey could you give me the Framework script again it didn't work this is the error I got on the saving screen "script '*[Content]Framework' line 506:NoMethodError occurred. unidentified method 'each' for nil:NilClass".Here is my line for 506:"    for cont in @content"

Here is my whole script for content framework [code]#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================
class Window_Base
  attr_accessor :content
  attr_accessor :name
  attr_accessor :variable
  attr_accessor :windowskin_name
  attr_accessor :help_text
  attr_reader   :background_name
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x      : window x-coordinate
  #     y      : window y-coordinate
  #     width  : window width
  #     height : window height
  #--------------------------------------------------------------------------
  alias mr_mo_wiz_int initialize
  def initialize(x, y, width, height)
    mr_mo_wiz_int(x, y, width, height)
    @content = []
    @variable = "@"
    @name = ""
    @background_name = "None"
    @background = Sprite.new
    @background.x = self.x
    @background.y = self.y
    @background.z += self.z
    @help_text = ""
    #Contetnt Varaibles
    @pictures = {}
  end
  #--------------------------------------------------------------------------
  # * Add Text(text, x, y, width, height, Font size, color)
  #--------------------------------------------------------------------------
  def add_text(text,x,y,w,h,size,color,b,i)
    self.contents.font.color = color
    self.contents.font.size = size
    self.contents.font.bold = b
    self.contents.font.italic = i
    self.contents.draw_text(x, y, w, h, text)
  end
  #--------------------------------------------------------------------------
  # * Add Picture
  #--------------------------------------------------------------------------
  def add_picture(name,x,y,w=nil,h=nil)
    bmp = RPG::Cache.picture(name)
    w = bmp.width if w == nil
    h = bmp.height if h == nil
    src_rect = Rect.new(0, 0, w, h)
    self.contents.blt(x, y, bmp, src_rect)
  end
  #--------------------------------------------------------------------------
  # * Add Character Set
  #--------------------------------------------------------------------------
  def add_characterset(name,x,y,dir=2,h=0,w=0,hue=0)
    bmp = RPG::Cache.character(name, hue)
    cw = bmp.width / 4
    ch = bmp.height / 4
    if dir == 0
      cw = h
      ch = w
      yy = 0
    else
      d = (dir == 2 ? 1 : 0)
      yy = ch * ((dir/2)-d)
    end
    src_rect = Rect.new(0, yy, cw, ch)
    self.contents.blt(x, y, bmp, src_rect)
  end
  #--------------------------------------------------------------------------
  # * Add Battler
  #--------------------------------------------------------------------------
  def add_battler(name,x,y,w,h,hue=0)
    bmp = RPG::Cache.battler(name,hue)
    src_rect = Rect.new(0, 0, w, h)
    self.contents.blt(x, y, bmp, src_rect)
  end
  #--------------------------------------------------------------------------
  # * Add Icon
  #--------------------------------------------------------------------------
  def add_icon(name,x,y,w,h)
    bmp = RPG::Cache.icon(name)
    src_rect = Rect.new(0, 0, w, h)
    self.contents.blt(x, y, bmp, src_rect)
  end
  #--------------------------------------------------------------------------
  # * Add Background
  #--------------------------------------------------------------------------
  def background=(bg)
    @background_name = bg
    if bg == "None"
      @background.dispose
      @background = Sprite.new
      return
    end
    bmp = RPG::Cache.picture(bg)
    @background.bitmap = bmp
  end
  #--------------------------------------------------------------------------
  # * Draw HP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  def draw_actor_hp(actor, x, y, width = 144, file=HP_BAR)
    # Draw "HP" text string
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
    # Calculate if there is draw space for MaxHP
    if width - 32 >= 108
      hp_x = x + width - 108
      flag = true
    elsif width - 32 >= 48
      hp_x = x + width - 48
      flag = false
    end
    # Draw HP
    self.contents.font.color = actor.hp == 0 ? knockout_color :
      actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
    self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
    # Draw MaxHP
    if flag
      self.contents.font.color = normal_color
      self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
      self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw SP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  def draw_actor_sp(actor, x, y, width = 144, file=SP_BAR)
    # Draw "SP" text string
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
    # Calculate if there is draw space for MaxHP
    if width - 32 >= 108
      sp_x = x + width - 108
      flag = true
    elsif width - 32 >= 48
      sp_x = x + width - 48
      flag = false
    end
    # Draw SP
    self.contents.font.color = actor.sp == 0 ? knockout_color :
      actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
    self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
    # Draw MaxSP
    if flag
      self.contents.font.color = normal_color
      self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
      self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Parameter
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     type  : parameter type (0-6)
  #--------------------------------------------------------------------------
  def draw_actor_parameter(actor, x, y, type, file=nil)
    case type
    when 0
      parameter_name = $data_system.words.atk
      parameter_value = actor.atk
    when 1
      parameter_name = $data_system.words.pdef
      parameter_value = actor.pdef
    when 2
      parameter_name = $data_system.words.mdef
      parameter_value = actor.mdef
    when 3
      parameter_name = $data_system.words.str
      parameter_value = actor.str
    when 4
      parameter_name = $data_system.words.dex
      parameter_value = actor.dex
    when 5
      parameter_name = $data_system.words.agi
      parameter_value = actor.agi
    when 6
      parameter_name = $data_system.words.int
      parameter_value = actor.int
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, 32, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Draw EXP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_actor_exp(actor, x, y, width=144,file=EXP_BAR)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 24, 32, "E")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
    self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
    self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
  end
end
#--------------------------------------------------------------------------
# * Load Gradient from RPG::Cache
#--------------------------------------------------------------------------
module RPG
  module Cache
    def self.gradient(filename, hue = 0)
      self.load_bitmap("Graphics/Gradients/", filename, hue)
    end
  end
end
  #--------------------------------------------------------------------------
  # * Window Base
  #--------------------------------------------------------------------------
class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Constants Bar Types and Hues for parameters and parameter names
  #--------------------------------------------------------------------------
  HP_BAR = "014-Reds01"
  SP_BAR = "013-Blues01"
  EXP_BAR = "015-Greens01"
  ATK_BAR = "020-Metallic01"
  PDEF_BAR = "020-Metallic01"
  MDEF_BAR = "020-Metallic01"
  STR_BAR = "020-Metallic01"
  DEX_BAR = "020-Metallic01"
  AGI_BAR = "020-Metallic01"
  INT_BAR = "020-Metallic01"
  HUES = [150,180,60,30,270,350,320]
  STATS = ["atk","pdef","mdef","str","dex","agi","int"]
  # leave this alone if you don't know what you are doing
  OUTLINE = 1
  BORDER = 1
  #--------------------------------------------------------------------------
  # * Draw Bar Type
  #--------------------------------------------------------------------------
  def draw_bar_type(x, y, min, max, file, width = nil, height = nil, hue = 0, back = "Back", back2 = "Back2", view = "Horizantel")
    if view == "Horizantel"
       draw_gradient_bar(x, y, min, max, file, width, height, hue, back, back2)
    else
      draw_vertical_gradient_bar(x, y, min, max, file, width, height, hue, back, back2)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Gradient Bar
  #--------------------------------------------------------------------------
  def draw_gradient_bar(x, y, min, max, file, width = nil, height = nil, hue = 0, back = "Back", back2 = "Back2")
    bar = RPG::Cache.gradient(file, hue)
    back = RPG::Cache.gradient(back)
    back2 = RPG::Cache.gradient(back2)
    cx = BORDER
    cy = BORDER
    dx = OUTLINE
    dy = OUTLINE
    zoom_x = width != nil ? width : back.width
    zoom_y = height != nil ? height : back.height
    percent = min / max.to_f if max != 0
    percent = 0 if max == 0
    back_dest_rect = Rect.new(x,y,zoom_x,zoom_y)
    back2_dest_rect = Rect.new(x+dx,y+dy,zoom_x -dx*2,zoom_y-dy*2)
    bar_dest_rect = Rect.new(x+cx,y+cy,zoom_x * percent-cx*2,zoom_y-cy*2)
    back_source_rect = Rect.new(0,0,back.width,back.height)
    back2_source_rect = Rect.new(0,0,back2.width,back2.height)
    bar_source_rect = Rect.new(0,0,bar.width* percent,bar.height)
    self.contents.stretch_blt(back_dest_rect, back, back_source_rect)
    self.contents.stretch_blt(back2_dest_rect, back2, back2_source_rect)
    self.contents.stretch_blt(bar_dest_rect, bar, bar_source_rect)
  end 
  #--------------------------------------------------------------------------
  # * Draw Vertical Gradient Bar
  #--------------------------------------------------------------------------
  def draw_vertical_gradient_bar(x, y, min, max, file, width = nil, height = nil, hue = 0, back = "Back", back2 = "Back2")
    bar = RPG::Cache.gradient(file, hue)
    back = RPG::Cache.gradient(back)
    back2 = RPG::Cache.gradient(back2)
    cx = BORDER
    cy = BORDER
    dx = OUTLINE
    dy = OUTLINE
    zoom_x = width != nil ? width : back.width
    zoom_y = height != nil ? height : back.height
    percent = min / max.to_f if max != 0
    percent = 0 if max == 0
    bar_y = (zoom_y - zoom_y * percent).ceil
    source_y = bar.height - bar.height * percent
    back_dest_rect = Rect.new(x,y,zoom_x,zoom_y)
    back2_dest_rect = Rect.new(x+dx,y+dy,zoom_x -dx*2,zoom_y-dy*2)
    bar_dest_rect = Rect.new(x+cx,y+bar_y+cy,zoom_x-cx*2,(zoom_y * percent).to_i-cy*2)
    back_source_rect = Rect.new(0,0,back.width,back.height)
    back2_source_rect = Rect.new(0,0,back2.width,back2.height)
    bar_source_rect = Rect.new(0,source_y,bar.width,bar.height * percent)
    self.contents.stretch_blt(back_dest_rect, back, back_source_rect)
    self.contents.stretch_blt(back2_dest_rect, back2, back2_source_rect)
    self.contents.stretch_blt(bar_dest_rect, bar, bar_source_rect)
  end 
  #--------------------------------------------------------------------------
  # * Draw HP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  alias trick_draw_actor_hp draw_actor_hp
  def draw_actor_hp(actor, x, y, width = 144, file=HP_BAR)
    # Calculate if there is draw space for MaxHP
    return if width <= 32
    if width - 32 >= 108
      hp_x = x + width - 108
      flag = true
    elsif width - 32 >= 48
      hp_x = x + width - 48
      flag = false
    end
    width = hp_x - x
    width += $game_temp.in_battle ? 50 : 100
    # Draw HP
    draw_gradient_bar(x, y + 16, actor.hp, actor.maxhp, file, width, 8)
    trick_draw_actor_hp(actor, x, y, width, file=HP_BAR)
  end
  #--------------------------------------------------------------------------
  # * Draw SP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  alias trick_draw_actor_sp draw_actor_sp
  def draw_actor_sp(actor, x, y, width = 144, file=SP_BAR)
    # Calculate if there is draw space for MaxHP
    return if width <= 32
    if width - 32 >= 108
      sp_x = x + width - 108
      flag = true
    elsif width - 32 >= 48
      sp_x = x + width - 48
      flag = false
    end
    width = sp_x - x
    width += $game_temp.in_battle ? 50 : 100
    # Draw SP
    draw_gradient_bar(x, y + 16, actor.sp, actor.maxsp, file, width, 8)
    trick_draw_actor_sp(actor, x, y, width, file=SP_BAR)
  end
  #--------------------------------------------------------------------------
  # * Draw Exp
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  alias trick_bars_base_exp draw_actor_exp
  def draw_actor_exp(actor, x, y, width = 144, file=EXP_BAR)
    return if width <= 32
    min = actor.level == 99 ? 1 : actor.now_exp
    max = actor.level == 99 ? 1 : actor.next_exp
    draw_gradient_bar(x, y + 16, min, max, file, width)
    trick_bars_base_exp(actor, x, y, width=144,file=EXP_BAR)
  end
  #--------------------------------------------------------------------------
  # * Draw Parameter
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     type  : draw which parameter
  #--------------------------------------------------------------------------
  alias trick_bars_base_parameter draw_actor_parameter
  def draw_actor_parameter(actor, x, y, type, file=nil)
    hue = HUES[type]
    stat = eval("actor.#{STATS[type]}")
    file = eval("#{STATS[type].upcase}_BAR") if file == nil
    draw_gradient_bar(x, y + 18, stat, 999, file, 190, 8, hue)
    trick_bars_base_parameter(actor, x, y, type,file=nil)
  end
end
  #--------------------------------------------------------------------------
  # * Game Actor
  #--------------------------------------------------------------------------
class Game_Actor
  #--------------------------------------------------------------------------
  # * Get the current EXP
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # * Get the next level's EXP
  #--------------------------------------------------------------------------
  def next_exp
    exp = @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
    return exp
  end
end
#==============================================================================
# ** PreMade Command
#==============================================================================

class Pre_Command < Window_Selectable
  attr_accessor :item_max
  attr_accessor :commands
  attr_accessor :target
  attr_reader   :view
  attr_reader   :font_s
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     width    : window width
  #     commands : command text string array
  #--------------------------------------------------------------------------
  def initialize(width, commands, size=21)
    # Compute window height from command quantity
    super(0, 0, width, commands.size * 32 + 32)
    @item_max = commands.size
    @commands = commands
    @target = nil
    @view = "Verticle"
    @font_s = size
    @help_text = "This is a List/Menu Window, you can use it to display contents on it. Drag contents on it from Tool Box. Righ-Click to add more commands."
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    self.contents.font.size = size
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
      self.contents = Bitmap.new(width-32, height-32)
    end
    @item_max = @commands.size
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
    do_contents
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #     color : text color
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index])
  end
  #--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
  #--------------------------------------------------------------------------
  # * Horizantel or Vertical
  #--------------------------------------------------------------------------
  def view=(v)
    @view = v
  end
  #--------------------------------------------------------------------------
  # * Sets Font Size
  #--------------------------------------------------------------------------
  def font_s=(s)
    return if self.contents == nil or self.contents.disposed?
    @font_s = s
    return if s <= 10 or s >= 35
    self.contents.font.size = s
    refresh
  end
  #--------------------------------------------------------------------------
  # * Add a Command
  #--------------------------------------------------------------------------
  def add_command(n="")
    @commands.push(n)
    @item_size = @commands.size
    #Get Font Size
    size = self.contents.font.size
    #Dispose Bitmap
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    #Get New Bitmap
    self.contents = Bitmap.new(width - 32, @item_max * 32 + 32)
    self.contents.font.size = size
    self.height = @commands.size * 32 + 32
    refresh
  end
  #--------------------------------------------------------------------------
  # * Adds the contents
  #--------------------------------------------------------------------------
  def do_contents
    #Get all the contents
    for cont in @content
      next if cont == nil
      @current_c = cont
      #If the content is a text
      if cont.is_a?(Game_Text)
        # Add the text
        add_text(cont.text,cont.x,cont.y,cont.w,cont.h,cont.size,cont.color,cont.bol,cont.it)
      elsif cont.is_a?(Game_DataText)
        # Add the text
        add_text(cont.text,cont.x,cont.y,cont.w,cont.h,cont.size,cont.color,cont.bol,cont.it)
      elsif cont.is_a?(Game_Bar)
        # Add Bar
        draw_bar_type(cont.x, cont.y, cont.min, cont.max, cont.file, cont.w , cont.h, cont.hue, cont.back, cont.back2, cont.view)
      elsif cont.is_a?(Game_HpBar)
        #Draw HP Bar
        draw_actor_hp(cont.actor, cont.x, cont.y, cont.w,cont.file)
      elsif cont.is_a?(Game_SpBar)
        #Draw Sp Bar
        draw_actor_sp(cont.actor, cont.x, cont.y, cont.w,cont.file)
      elsif cont.is_a?(Game_ExpBar)
        #Draw Exp Bar
        draw_actor_exp(cont.actor, cont.x, cont.y, cont.w,cont.file)
      elsif cont.is_a?(Game_ParaBar)
        #Draw Parameter Bar
        draw_actor_parameter(cont.actor, cont.x, cont.y, cont.type, cont.file)
      elsif cont.is_a?(Game_Pic)
        #Draw Picture
        add_picture(cont.file,cont.x,cont.y,cont.w,cont.h)
      elsif cont.is_a?(Game_CharacterSet)
        #Draw Characterset
        add_characterset(cont.file,cont.x,cont.y,cont.dir,cont.h,cont.w,cont.hue)
      elsif cont.is_a?(Game_Bat)
        #Draw Game Battler
        add_battler(cont.file,cont.x,cont.y,cont.w,cont.h,cont.hue)
      elsif cont.is_a?(Game_AcCharacterSet)
        #Draw Characterset
        add_characterset(cont.file,cont.x,cont.y,cont.dir,cont.h,cont.w,cont.hue)
      elsif cont.is_a?(Game_AcBat)
        #Draw Game Battler
        add_battler(cont.file,cont.x,cont.y,cont.w,cont.h,cont.hue)
      elsif cont.is_a?(Game_Icon)
        #Draw Icon
        add_icon(cont.file,cont.x,cont.y,cont.w,cont.h)
      end
      @current_c = nil
    end
  end
end
#==============================================================================
# ** Game Text
#------------------------------------------------------------------------------
#  This is to hold text info.
#==============================================================================
class Game_Text
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :text
  attr_accessor :h
  attr_accessor :w
  attr_accessor :x
  attr_accessor :y
  attr_accessor :color
  attr_accessor :size
  attr_accessor :parent
  attr_reader   :font_s
  attr_reader   :blue
  attr_reader   :green
  attr_reader   :red
  attr_reader   :alpha
  attr_reader   :help_text
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x=0,y=0,w=100,h=32,text="Text#{self.object_id}",s=21,b=false,i=false,r=255,g=255,bl=255,a=255)
    @text = text
    @h = h
    @w = w
    @x = x
    @y = y
    @size = s
    @font_s = s
    @bold = b
    @italic = i
    @parent = nil
    @red = r
    @green = g
    @blue = bl
    @alpha = a
    @color = Color.new(@red, @green, @blue, @alpha)
    @help_text = "This displays Text on a window. Use the property panel to edit it."
  end
  #--------------------------------------------------------------------------
  # * Blue
  #--------------------------------------------------------------------------
  def blue=(b)
    @blue = b
    @color.set(@red, @green, @blue, @alpha)
  end
  #--------------------------------------------------------------------------
  # *Green
  #--------------------------------------------------------------------------
  def green=(g)
    @green = g
    @color.set(@red, @green, @blue, @alpha)
  end
  #--------------------------------------------------------------------------
  # * Red
  #--------------------------------------------------------------------------
  def red=(r)
    @red = r
    @color.set(@red, @green, @blue, @alpha)
  end
  #--------------------------------------------------------------------------
  # * Alpha
  #--------------------------------------------------------------------------
  def alpha=(a)
   @alpha = a
   @color.set(@red, @green, @blue, @alpha)
  end
  #--------------------------------------------------------------------------
  # * Bold
  #--------------------------------------------------------------------------
  def bol
    case @bold
    when "true"
      return true
    when "false"
      return false
    end
  end
  #--------------------------------------------------------------------------
  # * Italic
  #--------------------------------------------------------------------------
  def it
    case @italic
    when "true"
      return true
    when "false"
      return false
    end
  end
  #--------------------------------------------------------------------------
  # * Bold=(boolean)
  #--------------------------------------------------------------------------
  def bold=(b)
    case b
    when "true"
      @bold = true
    when "false"
      @bold = false
    end
  end
  #--------------------------------------------------------------------------
  # * Italic=(boolean)
  #--------------------------------------------------------------------------
  def italic=(i)
    case i
    when "true"
      @italic = true
    when "false"
      @italic = false
    end
  end
  #--------------------------------------------------------------------------
  # * Bold
  #--------------------------------------------------------------------------
  def bold
    return "true" if @bold
    return "false" if !@bold
  end
  #--------------------------------------------------------------------------
  # * Italic
  #--------------------------------------------------------------------------
  def italic
    return "true" if @italic
    return "false" if !@italic
  end
  #--------------------------------------------------------------------------
  # * Sets Font Size
  #--------------------------------------------------------------------------
  def font_s=(s)
    @font_s = s
    return if s <= 10 or s >= 35
    @size = s
  end
end
#==============================================================================
# ** Game DataText
#------------------------------------------------------------------------------
#  This is to hold datatext info.
#==============================================================================
class Game_DataText
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :text
  attr_accessor :h
  attr_accessor :w
  attr_accessor :x
  attr_accessor :y
  attr_accessor :color
  attr_accessor :size
  attr_accessor :parent
  attr_accessor :data
  attr_accessor :id
  attr_reader   :font_s
  attr_reader   :blue
  attr_reader   :green
  attr_reader   :red
  attr_reader   :alpha
  attr_reader   :help_text
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x=0,y=0,w=100,h=32,data=nil,s=21,b=false,i=false,r=255,g=255,bl=255,a=255,id=1)
    @id = id
    @data = $game_actors[id].name
    @text = @data
    @h = h
    @w = w
    @x = x
    @y = y
    @size = s
    @font_s = s
    @bold = b
    @italic = i
    @parent = nil
    @red = r
    @green = g
    @blue = bl
    @alpha = a
    @color = Color.new(@red, @green, @blue, @alpha)
    @help_text = "This displays Text on a window. Use the property panel to edit it."
  end
  #--------------------------------------------------------------------------
  # * Blue
  #--------------------------------------------------------------------------
  def blue=(b)
    @blue = b
    @color.set(@red, @green, @blue, @alpha)
  end
  #--------------------------------------------------------------------------
  # *Green
  #--------------------------------------------------------------------------
  def green=(g)
    @green = g
    @color.set(@red, @green, @blue, @alpha)
  end
  #--------------------------------------------------------------------------
  # * Red
  #--------------------------------------------------------------------------
  def red=(r)
    @red = r
    @color.set(@red, @green, @blue, @alpha)
  end
  #--------------------------------------------------------------------------
  # * Alpha
  #--------------------------------------------------------------------------
  def alpha=(a)
   @alpha = a
   @color.set(@red, @green, @blue, @alpha)
  end
  #--------------------------------------------------------------------------
  # * Bold
  #--------------------------------------------------------------------------
  def bol
    case @bold
    when "true"
      return true
    when "false"
      return false
    end
  end
  #--------------------------------------------------------------------------
  # * Italic
  #--------------------------------------------------------------------------
  def it
    case @italic
    when "true"
      return true
    when "false"
      return false
    end
  end
  #--------------------------------------------------------------------------
  # * Bold=(boolean)
  #--------------------------------------------------------------------------
  def bold=(b)
    case b
    when "true"
      @bold = true
    when "false"
      @bold = false
    end
  end
  #--------------------------------------------------------------------------
  # * Italic=(boolean)
  #--------------------------------------------------------------------------
  def italic=(i)
    case i
    when "true"
      @italic = true
    when "false"
      @italic = false
    end
  end
  #--------------------------------------------------------------------------
  # * Bold
  #--------------------------------------------------------------------------
  def bold
    return "true" if @bold
    return "false" if !@bold
  end
  #--------------------------------------------------------------------------
  # * Italic
  #--------------------------------------------------------------------------
  def italic
    return "true" if @italic
    return "false" if !@italic
  end
  #--------------------------------------------------------------------------
  # * Sets Font Size
  #--------------------------------------------------------------------------
  def font_s=(s)
    @font_s = s
    return if s <= 10 or s >= 35
    @size = s
  end
end
#==============================================================================
# ** Game Bar
#------------------------------------------------------------------------------
#  This is to hold bar info.
#==============================================================================
class Game_Bar
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :h
  attr_accessor :w
  attr_accessor :x
  attr_accessor :y
  attr_accessor :min
  attr_accessor :max
  attr_accessor :file
  attr_accessor :hue
  attr_accessor :back
  attr_accessor :back2
  attr_accessor :parent
  attr_reader :view
  attr_reader   :help_text
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x=0,y=0,w=144,h=12,f="014-Reds01",min=32,max=64,hue=0,view="Horizantel")
    @h = h
    @w = w
    @x = x
    @y = y
    @min = min
    @max = max
    @file = f
    @hue = hue
    @back = "Back"
    @back2 = "Back2"
    @parent = nil
    @view = view
    @help_text = "This displays a Bar on a window. Use the property panel to edit it."
  end
  #--------------------------------------------------------------------------
  # * View
  #--------------------------------------------------------------------------
  def view=(v)
    h=@h
    w=@w
    @w = h
    @h = w
    @view = v
  end
end
#==============================================================================
# ** Game HP Bar
#------------------------------------------------------------------------------
#  This is to hold HPbar info.
#==============================================================================
class Game_HpBar
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :h
  attr_accessor :w
  attr_accessor :x
  attr_accessor :y
  attr_accessor :parent
  attr_accessor :kind
  attr_accessor :file
  attr_reader   :actor_id
  attr_reader   :a_id
  attr_reader   :help_text
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x=0,y=0,w=144,h=12,id=1,kind="Database",file="014-Reds01")
    @h = h
    @w = w
    @x = x
    @y = y
    @actor_id = id
    @parent = nil
    @a_id = id
    @kind = kind
    @file = file
    @help_text = "This displays HPbar on a window. Use the property panel to edit it."
  end
  #--------------------------------------------------------------------------
  # * Actor
  #--------------------------------------------------------------------------
  def actor
    if @kind == "Database"
      return $game_actors[@actor_id]
    elsif @kind == "Party"
      return $game_party.actors[@actor_id]
    end
  end
  #--------------------------------------------------------------------------
  # * Actor
  #--------------------------------------------------------------------------
  def actor_tos
    if @kind == "Database"
      return "$game_actors[#{@actor_id}]"
    elsif @kind == "Party"
      return "$game_party.actors[#{@actor_id}]"
    end
  end
  #--------------------------------------------------------------------------
  # * Actor Id
  #--------------------------------------------------------------------------
  def actor_id=(id)
    @actor_id = id
  end
  #--------------------------------------------------------------------------
  # * Actor Id
  #--------------------------------------------------------------------------
  def a_id=(id)
    @a_id = id
    if $game_actors[id] != nil
      actor_id=id
    end
  end
end
#==============================================================================
# ** Game SP Bar
#------------------------------------------------------------------------------
#  This is to hold HPbar info.
#==============================================================================
class Game_SpBar
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :h
  attr_accessor :w
  attr_accessor :x
  attr_accessor :y
  attr_accessor :parent
  attr_accessor :kind
  attr_accessor :file
  attr_reader   :actor_id
  attr_reader   :a_id
  attr_reader   :help_text
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x=0,y=0,w=144,h=12,id=1,kind="Database",file="013-Blues01")
    @h = h
    @w = w
    @x = x
    @y = y
    @actor_id = id
    @parent = nil
    @a_id = id
    @kind = kind
    @file = file
    @help_text = "This displays SpBar on a window. Use the property panel to edit it."
  end
  #--------------------------------------------------------------------------
  # * Actor
  #--------------------------------------------------------------------------
  def actor
    if @kind == "Database"
      return $game_actors[@actor_id]
    elsif @kind == "Party"
      return $game_party.actors[@actor_id]
    end
  end
  #--------------------------------------------------------------------------
  # * Actor
  #--------------------------------------------------------------------------
  def actor_tos
    if @kind == "Database"
      return "$game_actors[#{@actor_id}]"
    elsif @kind == "Party"
      return "$game_party.actors[#{@actor_id}]"
    end
  end
  #--------------------------------------------------------------------------
  # * Actor Id
  #--------------------------------------------------------------------------
  def actor_id=(id)
    @actor_id = id
    @actor = $game_actors[@actor_id]
  end
  #--------------------------------------------------------------------------
  # * Actor Id
  #--------------------------------------------------------------------------
  def a_id=(id)
    @a_id = id
    if $game_actors[id] != nil
      actor_id=id
    end
  end
end
#==============================================================================
# ** Game Exp Bar
#------------------------------------------------------------------------------
#  This is to hold Expbar info.
#==============================================================================
class Game_ExpBar
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :h
  attr_accessor :w
  attr_accessor :x
  attr_accessor :y
  attr_accessor :parent
  attr_accessor :kind
  attr_accessor :file
  attr_reader   :actor_id
  attr_reader   :a_id
  attr_reader   :help_text
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x=0,y=0,w=144,h=12,id=1,kind="Database",file="015-Greens01")
    @h = h
    @w = w
    @x = x
    @y = y
    @actor_id = id
    @parent = nil
    @a_id = id
    @kind = kind
    @file = file
    @help_text = "This displays ExpBar on a window. Use the property panel to edit it."
  end
  #--------------------------------------------------------------------------
  # * Actor
  #--------------------------------------------------------------------------
  def actor
    if @kind == "Database"
      return $game_actors[@actor_id]
    elsif @kind == "Party"
      return $game_party.actors[@actor_id]
    end
  end
  #--------------------------------------------------------------------------
  # * Actor
  #--------------------------------------------------------------------------
  def actor_tos
    if @kind == "Database"
      return "$game_actors[#{@actor_id}]"
    elsif @kind == "Party"
      return "$game_party.actors[#{@actor_id}]"
    end
  end
  #--------------------------------------------------------------------------
  # * Actor Id
  #--------------------------------------------------------------------------
  def actor_id=(id)
    @actor_id = id
    @actor = $game_actors[@actor_id]
  end
  #--------------------------------------------------------------------------
  # * Actor Id
  #--------------------------------------------------------------------------
  def a_id=(id)
    @a_id = id
    if $game_actors[id] != nil
      actor_id=id
    end
  end
end
#==============================================================================
# ** Game ParaMeters Bar
#------------------------------------------------------------------------------
#  This is to hold Parabar info.
#==============================================================================
class Game_ParaBar
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :h
  attr_accessor :w
  attr_accessor :x
  attr_accessor :y
  attr_accessor :parent
  attr_accessor :kind
  attr_accessor :file
  attr_accessor :type
  attr_reader   :actor_id
  attr_reader   :a_id
  attr_reader   :help_text
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x=0,y=0,w=144,h=12,id=1,kind="Database",file=nil,type=0)
    @h = h
    @w = w
    @x = x
    @y = y
    @actor_id = id
    @parent = nil
    @a_id = id
    @kind = kind
    @file = file
    @type = type
    @help_text = "This displays ParaBar on a window. Use the property panel to edit it."
  end
  #--------------------------------------------------------------------------
  # * Actor
  #--------------------------------------------------------------------------
  def actor
    if @kind == "Database"
      return $game_actors[@actor_id]
    elsif @kind == "Party"
      return $game_party.actors[@actor_id]
    end
  end
  #--------------------------------------------------------------------------
  # * Actor
  #--------------------------------------------------------------------------
  def actor_tos
    if @kind == "Database"
      return "$game_actors[#{@actor_id}]"
    elsif @kind == "Party"
      return "$game_party.actors[#{@actor_id}]"
    end
  end
  #--------------------------------------------------------------------------
  # * Actor Id
  #--------------------------------------------------------------------------
  def actor_id=(id)
    @actor_id = id
    @actor = $game_actors[@actor_id]
  end
  #--------------------------------------------------------------------------
  # * Actor Id
  #--------------------------------------------------------------------------
  def a_id=(id)
    @a_id = id
    if $game_actors[id] != nil
      actor_id=id
    end
  end
end
#==============================================================================
# ** Game Picture
#------------------------------------------------------------------------------
#  This is to hold Picture info.
#==============================================================================
class Game_Pic
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :h
  attr_accessor :w
  attr_accessor :x
  attr_accessor :y
  attr_accessor :file
  attr_accessor :parent
  attr_reader   :help_text
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x=0,y=0,w=32,h=32,f="nopic")
    @h = h
    @w = w
    @x = x
    @y = y
    @file = f
    @parent = nil
    @help_text = "This displays a Picture on a window. Use the property panel to edit it."
  end
end
#==============================================================================
# ** Game CharacterSet
#------------------------------------------------------------------------------
#  This is to hold text info.
#==============================================================================
class Game_CharacterSet
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :file
  attr_accessor :x
  attr_accessor :y
  attr_accessor :dir
  attr_accessor :hue
  attr_accessor :h
  attr_accessor :w
  attr_accessor :parent
  attr_reader   :help_text
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x=0,y=0,w=32,h=32,f="001-Fighter01",dir=2,hue=0)
    @x = x
    @y = y
    @file = f
    @dir = dir
    @hue = hue
    @h = h
    @w = w
    @parent = nil
    @help_text = "This displays a CharacterSet on a window. Use the property panel to edit it."
  end
end
#==============================================================================
# ** Game Battler
#------------------------------------------------------------------------------
#  This is to hold text info.
#==============================================================================
class Game_Bat
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :file
  attr_accessor :h
  attr_accessor :w
  attr_accessor :x
  attr_accessor :y
  attr_accessor :hue
  attr_accessor :parent
  attr_reader   :help_text
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x=0,y=0,w=100,h=100,f="nopic",hu=0)
    @h = h
    @w = w
    @x = x
    @y = y
    @file = f
    @hue = hu
    @parent = nil
    @help_text = "This displays a Battler on a window. Use the property panel to edit it."
  end
end
#==============================================================================
# ** Game CharacterSet
#------------------------------------------------------------------------------
#  This is to hold text info.
#==============================================================================
class Game_AcCharacterSet
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :x
  attr_accessor :y
  attr_accessor :dir
  attr_accessor :hue
  attr_accessor :h
  attr_accessor :w
  attr_accessor :parent
  attr_accessor :kind
  attr_reader   :actor_id
  attr_reader   :a_id
  attr_reader   :help_text
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x=0,y=0,w=32,h=32,id=1,kind="Database",dir=2,hue=0)
    @x = x
    @y = y
    @actor_id = id
    @kind = kind
    @file = actor.character_name
    @dir = dir
    @hue = hue
    @a_id = id
    @h = h
    @w = w
    @parent = nil
    @help_text = "This displays an Actor's CharacterSet on a window. Use the property panel to edit it."
  end
  #--------------------------------------------------------------------------
  # *  File
  #--------------------------------------------------------------------------
  def file
    return actor.character_name
  end
  #--------------------------------------------------------------------------
  # * Actor
  #--------------------------------------------------------------------------
  def actor
    if @kind == "Database"
      return $game_actors[@actor_id]
    elsif @kind == "Party"
      return $game_party.actors[@actor_id]
    end
  end
  #--------------------------------------------------------------------------


Current Games:
Darklands (Demon Slayer [new name])

Scripting - About 55% complete.

Eventing - About 1% complete.

Mapping - About .5% complete.

Spriting - 0% complete.

**
Rep: +0/-0Level 86
Sorry...it was a compatibility issue that I was able to work out after about a day. It was the fact that I had 2 menu changing scripts at once. So I put both scripts in one script code, and it worked  :D...


Current Games:
Darklands (Demon Slayer [new name])

Scripting - About 55% complete.

Eventing - About 1% complete.

Mapping - About .5% complete.

Spriting - 0% complete.

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Rep:
Level 86
Bloody Blaze
Xilief i think you need to make the download link again because i can't get it to download properly
Games i am making:
Bloody Blaze